Weapon components

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Revision as of 22:07, 11 February 2019 by 142.161.15.3 (talk) (Energy Siphon)
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Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.

This article is for the PC version of Stellaris only.
For detailed tables, see Weapon components/Detailed tables.

Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any ships that have been designated as valid targets.

Overview

Ingame, a weapon has following stats:

  • Cost: How many resources required to build.
  • Power Usage: How many power it will consume.
  • Type: Which category this weapon belongs to.
  • Damage: How many damage will be delivered per hit when hit a target with 100% efficiency. Larger weapon inflicts much more damage than smaller one.
  • Cooldown: Cooldown time(day) between two attacks.
  • Accuracy: Chance to hit against a target with zero evasion.
  • Tracking: How many evasion value will be ignored by this weapon. Smaller weapon has higher tracking.
  • Range: How far this weapon can reach. Larger weapon have bigger range.
  • Average Damage: How many damage will be delivered per game day with 100% efficiency, against a target with zero evasion.
  • Damage multipler: The effciency against various defense type.

Many weapons come in multiple sizes. Larger sizes have lower Tracking tracking, but greater Mod ship weapon range mult.png weapons range and raw damage while smaller sizes conversely have higher Tracking tracking but lesser Mod ship weapon range mult.png weapons range and raw damage. Compared to a Small small weapon, a Large large weapon typically has about 50% less Tracking tracking, twice the range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships.

Energy weapon

Based on Physics Research Physics technology, energy weapons use energy-based attacks and are generally good against armor but are poor against shields. Energy weapons can be divide into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.

Energy weapons generally have better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require Rare crystals.png Rare Crystals and Exotic gases.png Exotic Gases to build.

Anti-Armor

Standard energy weapon that stong against armor and weak against shield. Laser, Plasma and Lance belong to this category.

Laser

Laser is the basic energy weapon. They fire focused beam of light at targets, causing damage through the generation of intense heat. Good against armor, but poor against shield.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.6 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech lasers 1.png Red Laser Small Alloys.png 10 5 6-16 (11.0) 40 50% 2.15
Medium Alloys.png 20 10 15-40 (27.5) 60 30% 5.38
Large Alloys.png 40 20 36-96 (66.0) 80 5% 12.91
Tech lasers 2.png Blue Laser Small Alloys.png 13 7 8-21 (14.5) 40 50% 2.83
Medium Alloys.png 26 13 20-53 (36.5) 60 30% 7.14
Large Alloys.png 52 26 48-126 (87.0) 80 5% 17.02
Tech lasers 3.png UV Laser Small Alloys.png 17 10 10-27 (18.5) 40 50% 3.61
Medium Alloys.png 34 17 25-68 (46.5) 60 30% 9.09
Large Alloys.png 68 34 60-162 (111.0) 80 5% 21.71
Tech lasers 4.png X-Ray Laser Small Alloys.png 17
Rare crystals.png 0.25
13 13-35 (24.0) 40 50% 4.69
Medium Alloys.png 34
Rare crystals.png 0.50
23 33-88 (60.5) 60 30% 11.83
Large Alloys.png 68
Rare crystals.png 1.00
45 78-210 (144.0) 80 5% 28.17
Tech lasers 5.png Gamma Laser Small Alloys.png 22
Rare crystals.png 0.33
17 17-46 (31.5) 40 50% 6.16
Medium Alloys.png 44
Rare crystals.png 0.65
30 43-115 (79.0) 60 30% 15.45
Large Alloys.png 88
Rare crystals.png 1.30
59 102-276 (189.0) 80 5% 36.97

Plasma

Plasma weapons eject destructive balls of high-energy plasma. These projectiles are extremely effective at eating through ship armor. Very effective against armor and hull but deal negligible damage against shield.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 5.1 day cooldown
  • 80% accuracy
  • 25% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech plasma 1.png Plasma Thrower Small Alloys.png 17 10 12-25 (18.5) 30 40% 2.90
Medium Alloys.png 34 17 30-63 (46.5) 50 20% 7.29
Large Alloys.png 68 34 72-150 (111.0) 70 5% 17.41
Tech plasma 2.png Plasma Accelerator Small Alloys.png 17
Exotic gases.png 0.25
13 16-33 (24.5) 30 40% 3.84
Medium Alloys.png 34
Exotic gases.png 0.50
23 40-83 (61.5) 50 20% 9.64
Large Alloys.png 68
Exotic gases.png 1.00
45 86-198 (142.0) 70 5% 23.05
Tech plasma 3.png Plasma Cannon Small Alloys.png 22
Exotic gases.png 0.33
17 20-42 (31.0) 30 40% 4.86
Medium Alloys.png 44
Exotic gases.png 0.65
30 50-105 (77.5) 50 20% 12.15
Large Alloys.png 88
Exotic gases.png 1.30
59 120-252 (186.0) 70 5% 29.17

Lance

Lance is a heavy energy weapon that fire focused particle beams and cause massive damage. Essentially a massive laser weapon, the size of emitter arrays limits their use to Battleships.

  • Can fit into Extra large Extra-Large slots
  • 8.0 day cooldown
  • 85% accuracy
  • 50% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech energy lance 1.png Particle Lance Extra large Alloys.png 176
Rare crystals.png 2.60
200 600-1500 (1050.0) 150 0% 111.56
Tech energy lance 2.png Tachyon Lance Extra large Alloys.png 229
Rare crystals.png 3.38
250 800-2000 (1400.0) 150 0% 148.75

Anti-Hull

Energy weapon that are good at destroying hull. Mining Laser, Launcher and Matter Disintegrator belong to this category.

Mining Laser

Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency help create lasers strong enough to mine asteroids, or shoot down hostiles. Useful at early-game.

  • Can fit into Small Small and Medium Medium slots
  • 4.0 day cooldown
  • 70%-75% accuracy
  • 50% damage against Shield shield
  • 125% damage against Armor armor
  • 175% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech mining drone weapon 1.png Cutting Laser Small Alloys.png 13 7 9-22 (15.5) 30 75% 40% 2.90
Medium Alloys.png 26 13 23-55 (39.0) 60 70% 20% 6.82

Launcher

These weapon fire energy projectiles consists of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They have very high DPH and extremely long cooldown.

  • Can fit into Large Large slots
  • 16.0 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 175% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech energy torpedoes 1.png Proton Launchers Large Alloys.png 88
Exotic gases.png 1.30
70 360-800 (580.0) 130 0% 32.62
Tech energy torpedoes 2.png Neutron Launchers Large Alloys.png 114
Exotic gases.png 1.69
90 468-1040 (754.0) 130 0% 42.41

Matter Disintegrator

Salvaged from Extradimensional Invaders, these weapons are created by applying 5th-dimensional energy manipulation principles on lower dimensional planes. Very good overall stats.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.5 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 200% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech extradimensional weapon 1.png Matter Disintegrator Small Alloys.png 29
Rare crystals.png 0.43
25 20-49 (34.5) 60 60% 6.89
Medium Alloys.png 57
Rare crystals.png 0.85
50 50-123 (86.5) 90 30% 17.29
Large Alloys.png 114
Rare crystals.png 1.69
100 120-294 (207.0) 120 5% 41.40

Penetrating

Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. Disruptor, Cloud Lightning and Arc Emitter belong to this category.

Disruptor

Disruptors fire high-energy bolts that weaken and destory the molecular bonds that hold the target's constituent atoms together, capable of wreak havoc directly on hull and crew.

  • Can fit into Small Small and Medium Medium slots
  • 6.1 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech disruptors 1.png Disruptor Small Alloys.png 17 10 1-18 (9.5) 30 60% 1.55
Medium Alloys.png 34 17 1-45 (23.0) 50 35% 3.77
Tech disruptors 2.png Ion Disruptor Small Alloys.png 17
Rare crystals.png 0.25
13 1-23 (12.0) 30 60% 1.96
Medium Alloys.png 34
Rare crystals.png 0.50
23 1-58 (29.5) 50 35% 4.83
Tech disruptors 3.png Phased Disruptor Small Alloys.png 22
Rare crystals.png 0.33
17 1-30 (15.5) 30 60% 2.54
Medium Alloys.png 44
Rare crystals.png 0.65
30 1-75 (38.0) 50 35% 6.22

Cloud Lightning

Salvaged from Void Clouds, these weapon use the same gas composition together with a specialized condult to emit powerful lightning. Useful in mid-late game.

  • Can fit into Large Large slots
  • 6.0 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech space cloud weapon 1.png Cloud Lightning Large Alloys.png 17 40 1-136 (68.5) 60 100% 30% 11.41

Arc Emitter

This is a powerful weapon that launches a lightning arc of chaotic energy at targets, ignoring armor and shields.

  • Can fit into Extra large Extra-Large slots
  • 8.1 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech arc emitter 1.png Arc Emitter Extra large Alloys.png 176
Rare crystals.png 2.60
200 1-1300 (650.5) 150 0% 80.30
Tech arc emitter 2.png Focused Arc Emitter Extra large Alloys.png 229
Rare crystals.png 3.38
250 1-1700 (850.5) 150 0% 105.00

Anti-Shield

Energy weapons that strong against shield but weak against armor and hull. Related technologies can only be obtained from events or salvages.

Energy Siphon

Based on Society Research Society technology, this weapon drains energy from enemy ships by adapting the tiyanki method of siphoning energy from gaseous matter. Useful in early game.

  • Can fit into Small Small slots
  • 4.0 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech space whale weapon 1.png Energy Siphon Small Alloys.png 15 10 10-27 (18.5) 50 75% 50% 3.46

Null Void Beam

Can be learnt from the null void, this weapon can actually destroy energy by harnessing the entropic nature of the null void. Useful in early-mid game.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.4 day cooldown
  • 90% accuracy
  • 500% damage against Shield shield
  • 25% damage against Armor armor
  • 25% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Null void beam.png Null Void Beam Small Alloys.png 13 7 6-16 (11.0) 60 60% 2.25
Medium Alloys.png 26 13 15-40 (27.5) 90 30% 5.62
Large Alloys.png 52 26 36-95 (65.5) 120 5% 13.39

Kinetic Weapon

Based on Engineering Research Engineering technology, kinetic weapons fire solid projectiles. They're good against shields but poor against armor.

Kinetic weapons generally have lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require Volatile motes.png Volatile Motes to build.

Mass Driver

Mass Driver is the basic kinetic weapon. These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds. Good against shield, weak against armor.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 3.45 day cooldown
  • 75% accuracy
  • 150% damage against Shield shield
  • 50% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech mass drivers 1.png Mass Driver Small Alloys.png 10 5 5-16 (10.5) 50 50% 2.28
Medium Alloys.png 20 10 13-40 (26.5) 75 30% 5.76
Large Alloys.png 40 20 30-96 (63.0) 100 5% 13.69
Tech mass drivers 2.png Coilgun Small Alloys.png 13 7 7-21 (14.0) 50 50% 3.04
Medium Alloys.png 26 13 18-53 (35.5) 75 30% 7.71
Large Alloys.png 52 26 42-126 (84.0) 100 5% 18.26
Tech mass drivers 3.png Railgun Small Alloys.png 17 10 8-27 (17.5) 50 50% 3.80
Medium Alloys.png 34 17 20-68 (44.0) 75 30% 9.56
Large Alloys.png 68 34 48-162 (105.0) 100 5% 22.82
Tech mass drivers 4.png Advanced Railgun Small Alloys.png 17
Volatile motes.png 0.25
13 11-35 (23.0) 50 50% 4.99
Medium Alloys.png 34
Volatile motes.png 0.50
23 28-88 (58.0) 75 30% 12.60
Large Alloys.png 68
Volatile motes.png 1.00
45 66-210 (138.0) 100 5% 30.00
Tech mass drivers 5.png Gauss Cannon Small Alloys.png 22
Volatile motes.png 0.33
17 14-46 (30.0) 50 50% 6.52
Medium Alloys.png 44
Volatile motes.png 0.65
30 35-115 (75.0) 75 30% 16.30
Large Alloys.png 88
Volatile motes.png 1.30
59 84-276 (180.0) 100 5% 39.12

Autocannons

Autocannon is a large-caliber ballistic weapon that fire cased explosive shells. The main advantage of these cannons is their high rate of fire and excellent tracking, but they deal little damage against armor.

  • Can fit into Small Small slots
  • 2.3 day cooldown
  • 85% accuracy
  • 150% damage against Shield shield
  • 25% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech autocannons 1.png Autocannon Small Alloys.png 17 10 8-16 (12.0) 30 75% 4.43
Tech autocannons 2.png Ripper Autocannon Small Alloys.png 17
Volatile motes.png 0.25
13 10-21 (15.5) 30 75% 5.72
Tech autocannons 3.png Stormfire Autocannon Small Alloys.png 22
Volatile motes.png 0.33
17 14-27 (20.5) 30 75% 7.57

Kinetic Battery

Kinetic Battery is a very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy.

  • Can fit into Large Large slots
  • 6.4 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 50% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech kinetic artillery 1.png Kinetic Battery Large Alloys.png 88
Volatile motes.png 1.30
70 150-450 (300.0) 120 0% 35.15
Tech kinetic artillery 2.png Kinetic Artillery Large Alloys.png 114
Volatile motes.png 1.69
90 195-585 (390.0) 120 0% 45.70

Mega Cannon

Mega cannon is an enormous mass accelerator cannon that can only be placed in a spinal mount and fires monstrously powerful rounds over vast distances.

  • Can fit into Extra large Extra-Large slots
  • 9.0 day cooldown
  • 75% accuracy
  • 150% damage against Shield shield
  • 75% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech mass accelerator 1.png Mega Cannon Extra large Alloys.png 176
Volatile motes.png 2.60
200 700-2000 (1350.0) 150 0% 112.50
Tech mass accelerator 2.png Giga Cannon Extra large Alloys.png 229
Volatile motes.png 3.38
250 900-2600 (1750.0) 150 0% 145.83

Explosive Weapon

Based on Engineering Research Engineering technology, explosive weapons fire guided projectiles that carry an explosive payload. Missile can be divide into 3 categories: Missiles, Swarmer missiles and Torpedos.

All explosive weapons go in a special Guided Guided slot. They have very long range compared with other Medium Medium weapons, have 100% accuracy and ignore shields, but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on enemy's point-defense capabilities.

Most advanced explosive weapons require Volatile motes.png Volatile Motes to build.

Missiles

Standard explosive weapons. They are strong against shield and hull, but weak against point-defense weapons.

Normal Missiles

Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. They offer a balance between damage and survivability against point defense.

  • 6.8 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • Ignore Shield shield
  • 100% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Tech missiles 1.png Nuclear Missiles Guided Alloys.png 20 10 30-40 (35.0) 100 25% 5.14 6 0%
Tech missiles 2.png Fusion Missiles Guided Alloys.png 26 13 39-52 (45.5) 100 25% 6.69 7 10%
Tech missiles 3.png Antimatter Missiles Guided Alloys.png 34 17 51-68 (59.5) 100 25% 8.75 8 20%
Tech missiles 4.png Quantum Missiles Guided Alloys.png 34
Volatile motes.png 0.50
22 66-88 (77.0) 100 25% 11.32 9 30%
Tech missiles 5.png Marauder Missiles Guided Alloys.png 44
Volatile motes.png 0.65
26 86-114 (100.0) 100 25% 14.70 10 40%

Scourge Missiles

Salvaged from Prethoryn Scourge and based on Society Research Society technology, these self-propelled projectile weapons spreading horrific destruction, good against all defense method.

NOTE: the name and efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.

  • 5.0 day cooldown
  • 100% accuracy
  • 18 speed
  • 120 retargeting range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Tech scourge missile 1.png Large Scourge Missile Guided Alloys.png 65 35 135-175 (155.0) 120 100% 5% 31.00 15 40%

Swarmer Missiles

These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems. Swarmer missiles deal less damage than missiles, but they have very high hull points and fast fire rate, which makes them ideal baits.

  • 3.8 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • Ignore Shield shield
  • 100% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Tech swarmer missiles 1.png Swarmer Missiles Guided Alloys.png 34 17 20-27 (23.5) 100 30% 6.18 30 0%
Tech swarmer missiles 2.png Whirlwind Missiles Guided Alloys.png 44
Volatile motes.png 0.65
26 33-48 (40.5) 100 30% 10.65 40 0%

Torpedos

Torpedos are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedos have very slow fire rate, inflict massive damage upon hit and do well against armor, but are very fragile and slow.

  • 21.1 day cooldown
  • 100% accuracy
  • 15 speed
  • 100 retargeting range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Tech torpedoes 1.png Space Torpedoes Guided Alloys.png 34 17 165-265 (215.0) 80 10% 10.18 8 0%
Tech torpedoes 2.png Armored Torpedoes Guided Alloys.png 34
Volatile motes.png 0.50
26 215-345 (280.0) 80 10% 13.27 11 0%
Tech torpedoes 3.png Devastator Torpedoes Guided Alloys.png 44
Volatile motes.png 0.65
32 275-445 (360.0) 80 10% 17.06 14 0%

Strike Craft

Based on Engineering Research Engineering technology, strike craft hangars do not attack the enemy directly, but instead launch small ships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by point defenses, especially flak cannons. All strike craft go in a special Hangar hangar slot. Lost strike craft regenerate at the rate of 0.13 strike craft per day, or 7.7 days per strike craft.

The DPS takes into account the number of strike craft per hangar. However, note that this is a very optimistic estimate as strike craft appear to only spend a fraction of the time actually firing, and will be shot down by enemy fire.

Fire rate, Weapon damage, and Strike craft damage modifier only affects military power of the strike craft themselves. It does not affect the actual battle.

Basic Strike Craft

These manned strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses. Good against armored ships.

  • 8 units per hangar
  • 2.0 day cooldown
  • 100% accuracy
  • 8 attack range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Shield
Shield
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Ship part strike craft scout 1.png Scout Wing Hangar Alloys.png 40 20 2-4 (3.0) 50% 12.00 0 30 50% 300
Tech strike craft 1.png Basic Strike Craft Hangar Alloys.png 40 34 2-8 (5.0) 60% 20.00 10 35 55% 300
Tech strike craft 2.png Improved Strike Craft Hangar Alloys.png 68 45 4-9 (6.5) 70% 26.00 20 40 80% 350
Tech strike craft 3.png Advanced Strike Craft Hangar Alloys.png 88 59 6-12 (9.0) 70% 36.00 30 45 80% 400

Amoeba

Based on Society Research Society technology, an empire can breed amoeba and use its Flagellas as effective strike craft. Useful in early-mid game.

  • 8 units per hangar
  • 5.0 day cooldown
  • 70% accuracy
  • 10 attack range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Tech amoeba strike craft 1.png Amoeba Flagella Hangar Alloys.png 60 30 16-26 (21.0) 50% 33.60 50 50% 300

Swarm Strikers

Based on Society Research Society technology, these cloned and miniaturized Prethoryn specimen can be controlled, which may be used as strike craft.

NOTE: the efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.

  • 10 units per hangar
  • 8.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • Ignore Shield shield
  • Ignore 66% Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Armor
Armor
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Tech swarm strike craft 1.png Swarm Strikers Hangar Alloys.png 100 80 8-12 (10.0) 0% 12.50 20 80 80% 400

Point-defense weapons

Point-defense weapons are capable of targeting and destroying missiles and strike craft, preventing them from dealing damage to the ship. It's very inefficient against common warships because it deals negligible damage against armor. They come in two types: Flaks and Point-Defense.

All point-defense weapons use Point defense Point-Defense slot.

Flak Cannon

Based on Engineering Research Engineering technologies, these gun batteries fire shrapnel rounds at close range. They're particularly lethal to enemy strike craft.

  • 0.5 day cooldown
  • 75% accuracy
  • 100% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech flak batteries 1.png Flak Battery Point defense Alloys.png 8 5 1-3 (2.0) 30 50% 3.00
Tech flak batteries 2.png Flak Cannons Point defense Alloys.png 10 7 1-4 (2.5) 30 60% 4.50
Tech flak batteries 3.png Flak Artillery Point defense Alloys.png 13 10 2-6 (4.0) 30 70% 6.00

Point-Defense

Based on Physics Research Physics technologies, these hull-mounted countermeasures are often essential for larger military vessels. They're good at shooting down missiles.

  • 0.5 day cooldown
  • 75% accuracy
  • 100% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech pd tracking 1.png Sentinel Point-Defense Point defense Alloys.png 8 5 1-4 (2.5) 30 10% 3.75
Tech pd tracking 2.png Barrier Point-Defense Point defense Alloys.png 10 7 1-6 (3.5) 30 20% 5.62
Tech pd tracking 3.png Guardian Point-Defense Point defense Alloys.png 13 10 2-8 (5.0) 30 30% 7.50

Titanic Weapons

These weapons are used by Titans and Ion Cannons, can destroy a normal enemy ship of any size in a single hit from extreme range. All of them share the same stats, good at destroying targets with low evasion.

NOTE: titanic weapons do not classified as an energy weapon nor kinetic weapon, so it will not benefit from repeatable technologies.

  • 21.75 day cooldown
  • 85% accuracy
  • 75% damage against Shield shield
  • 150% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech titans.png Perdition Beam Titan Alloys.png 456
Rare crystals.png 6.76
500 5000-10000 (7500.0) 250 0% 293.10
Tech titans.png Ion Cannon Titan Alloys.png 456
Rare crystals.png 6.76
N/A 5000-10000 (7500.0) 250 0% 293.10

World Destroyer Weapons

See Colossus. Although technically mounted on a special weapon slot, these weapons are not used in ship-to-ship combat. Instead, they affect planets.


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